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KytyPS5-v20261016
Windows x64 build of 66cdb39 for Demon's Souls (PPSA01341, versions 01.007.000 and 01.005.000). Unzip it and double-click run.cmd or launcher.cmd; the README.md inside explains the rest.
New in this build
- Smoother walking: when the game streams textures in and out, the emulator no longer remaps the rest of the
game's memory each time (that held the game's loading threads for up to 30 ms). Walking in Boletaria 1-1 on the test
PC, the longest frames went from about 43 ms to 22 ms and the 1% low from 35 to 49 fps. - Faster loading, most on PCs with 16 GB of RAM: the game opens about 28,000 files to load an area, one after
another; the emulator now opens the next ones ahead of time, in the order recorded on earlier loads. A recording of
every world ships with the package, so the first launch gets it too. On a 16 GB laptop, loading Boletaria 1-1 went
from about 110 s to about 20 s (the prologue from 25-37 s to 7 s); PCs with plenty of RAM load as before. - Ultrawide displays: the launcher's "Aspect ratio" (21:9 or 32:9) renders the 3D wider instead of stretching it;
the HUD keeps its shape at the sides of the screen, in-game menus are stretched, movies stay 16:9. - Frame generation: the launcher's "Frame generation" (DLSS, 2x to 6x) on NVIDIA RTX 40 or newer (3x and up RTX 50),
with NVIDIA's Streamline runtime, which you download yourself (README.md says how). - Overlay: the launcher's "Overlay" shows the frame rate with a graph of the frame times, or a detailed panel
(render thread, graphics card, each processor core, memory). - Graphics presets: the launcher's "Graphics" Low and Lowest draw less (simpler shadows and distant detail), which
helps where the processor limits the frame rate. - Up to 120 fps keeps the game at its normal speed (issue #22); movies, menus and loading screens stay at 60 fps,
so the intro's sound stays in sync. - DualSense: vibration, speaker and adaptive trigger effects. The window can be resized and maximized.
- Shader preparation: the shipped shader hints now hold tours of every world and an AMD player's recorded play, so
more of what a first visit needs is ready before you play; the precompile is ready to play sooner, and the
"Preparing shaders" screens at start-up are gone (that work runs beside the game). After updating, the launcher
asks once to update the shader cache: only what is new is compiled. - Fixes:
- Continue loads the character you saved last, as on the PS5. It always loaded the first character slot, and with a
tutorial character there it could drop the player under the world (issue #26). If you have several characters,
Continue may now load a different one than before; Load Game picks any of them. - Crashes: a rare exit while playing in a world ("unknown format"); rare crashes of the game's own threads while memory
was being unmapped. - On PCs with 16 GB of RAM the graphics driver's pipeline cache no longer starts over every launch or two (which made
shaders compile again). - In long sessions the frame rate drops much less after many trips between worlds.
- AMD graphics cards: the shader prefetch now covers their compute shaders too (issue #20).
- Freezes with arrays of textures on some graphics cards (issue #9).
- The other region's release (PPSA01342) gets the game patches, engine settings and shader hints too.
- Linux: fixes to run_ds.sh.
- Continue loads the character you saved last, as on the PS5. It always loaded the first character slot, and with a
本版本的变化
- 走动更流畅:游戏载入和卸载纹理时,模拟器不再每次都把游戏的其余内存重新映射一遍(之前这会让游戏的载入线程卡住最多 30 ms)。在测试电脑上走过波雷塔利亚 1-1,最长的帧从约 43 ms 降到 22 ms,1% low 从 35 提高到 49 fps。
- 载入更快,16 GB 内存的电脑提升最明显:游戏载入一个区域要依次打开约 28,000 个文件;模拟器现在按以前载入时记录的顺序,提前打开接下来要用的文件。安装包自带所有世界的记录,所以第一次启动也能用上。在 16 GB 内存的笔记本上,载入波雷塔利亚 1-1 从约 110 秒缩短到约 20 秒(序章从 25-37 秒缩短到 7 秒);内存充足的电脑载入速度和以前一样。
- 带鱼屏(超宽屏):启动器的"Aspect ratio"(21:9 或 32:9)会把 3D 画面渲染得更宽,而不是拉伸;HUD 保持原来的形状、靠在屏幕两侧,游戏内菜单会被拉伸,过场动画保持 16:9。
- 帧生成:启动器的"Frame generation"(DLSS,2x 到 6x),需要 NVIDIA RTX 40 或更新的显卡(3x 及以上需要 RTX 50),并需要自行下载 NVIDIA 的 Streamline 运行库(方法见 README.md)。
- 性能浮层:启动器的"Overlay"可以显示帧率和帧时间曲线,或详细面板(渲染线程、显卡、每个处理器核心、内存)。
- 画质预设:启动器的"Graphics"选 Low 或 Lowest 会少画一些东西(更简单的阴影和远景细节),在处理器限制帧率时有帮助。
- 最高 120 fps 时游戏速度保持正常(issue #22);过场动画、菜单和载入画面保持 60 fps,开场动画的声音不再错位。
- DualSense:支持震动、手柄扬声器和自适应扳机效果。窗口可以调整大小和最大化。
- 着色器准备:随包附带的着色器提示加入了所有世界的巡游记录,以及一位 AMD 玩家的游玩记录,第一次进入各区域时需要的着色器更多地会提前准备好;预编译能更早达到"可以开始游戏",启动时的"Preparing shaders"画面也去掉了(这部分工作改为在游戏旁边进行)。更新后,启动器会询问一次是否更新着色器缓存:只编译新增的部分。
- 修正:
- Continue 现在加载最近一次保存的角色,和 PS5 上一样。之前它总是加载第一个角色槽;如果那里是教程角色,就可能掉到地图下面(issue #26)。有多个角色的话,Continue 加载的角色可能和以前不同,可以用 Load Game 选择任意角色。
- 崩溃:在世界中游玩时偶尔退出的问题("unknown format");内存解除映射时,游戏自身线程偶尔崩溃的问题。
- 16 GB 内存的电脑上,显卡驱动的管线缓存不再每启动一两次就重新开始(之前会导致着色器重新编译)。
- 长时间游玩时,在世界之间来回多次后帧率的下降小了很多。
- AMD 显卡:着色器预取现在也覆盖计算着色器(issue #20)。
- 部分显卡上使用纹理数组时卡死的问题(issue #9)。
- 另一个地区的版本(PPSA01342)也能用上游戏补丁、引擎设置和着色器提示。
- Linux:修正了 run_ds.sh 的一些问题。
KytyPS5-v20261014
Windows x64 build of e27d8ae for Demon's Souls (PPSA01341, versions 01.007.000 and 01.005.000). Unzip it and double-click run.cmd or launcher.cmd; the README.md inside explains the rest.
New in this build
- Less memory, and it no longer creeps up the longer you play:
- After a save loads the emulator takes about 2 GB less RAM: the shader programs it keeps no longer have a second
copy inside the graphics driver (on NVIDIA that copy alone was about 1.8 GB), and its shader preparation keeps
more of its data compressed or on disk. On PCs with 16 GB of RAM it now needs about 14 GB after a save loads
(it was about 20 GB). - Every trip to another world or area left about 25 MB behind for good, so long sessions kept growing. That is
now released (tested with four rounds of travel through all five worlds and the Nexus: memory stays level after
the first round, which still adds what the newly seen shaders need).
- After a save loads the emulator takes about 2 GB less RAM: the shader programs it keeps no longer have a second
- HDR output: the launcher's "HDR" checkbox (or
run-windows.ps1 -Hdr/--hdr) outputs HDR10 on an HDR display. - VSync option: the launcher's "VSync" checkbox removes screen tearing (issue #12).
- Fixes:
- Game version 1.05 crashed after about 10 minutes in Boletaria 1-1 (issue #10).
- On GPUs with 8 GB of video memory, some very large textures could fail to load (issue #5).
- A game folder with a very long path (for example deep inside OneDrive) could not be opened by the emulator or the
shader precompile (issue #13). - A crash when travelling to the Tower of Latria by archstone.
- Shader precompile: the shader list now includes tours of every map, so more of the shaders a first visit needs
are ready before you play.
本版本的变化
- 内存占用更少,玩得越久也不再越涨越多:
- 读档后模拟器少占约 2 GB 内存:模拟器保存的着色器程序不再在显卡驱动里另存一份(NVIDIA 上光这一份就约 1.8 GB),着色器准备的数据也更多地压缩存放或放在磁盘上。16 GB 内存的电脑上,读档后现在约需 14 GB(之前约 20 GB)。
- 之前每去一次别的世界或区域都会永久留下约 25 MB 的内存,所以玩得越久占用越大。现在这些都会被释放(测试:用石碑在五个世界和大厅之间来回走了四轮,第一轮之后内存不再增长;第一轮仍会增加新见到的着色器所需的内存)。
- HDR 输出:启动器里勾选"HDR"(或
run-windows.ps1 -Hdr/--hdr),在 HDR 显示器上输出 HDR10。 - 垂直同步选项:启动器里勾选"VSync"可以消除画面撕裂(issue #12)。
- 修正:
- 着色器预编译:着色器列表加入了所有地图的巡游记录,第一次进入各区域时需要的着色器更多地会提前准备好。
KytyPS5-v20261013
Windows x64 build of 3e6ee3e for Demon's Souls (PPSA01341, versions 01.007.000 and 01.005.000). Unzip it and double-click run.cmd or launcher.cmd; the README.md inside explains the rest.
New in this build
- Voices that were silent now play: much of the story dialogue, many NPC lines and the cutscene voices were
silent. The game keeps 1,330 of its sound files as 16-channel "3D audio" (ambisonics) streams, which the emulator
could not decode. It now does. - NPC speech is easier to hear: the game's 3D audio is now mixed so that a sound straight ahead of you (usually
the person you are talking to) plays at full level; before, it came out 3 dB below sounds from the sides. If
speech is still too quiet for your speakers or headphones, the game's own Settings > Audio > Midnight Mode makes
it about 5 dB louder again. - Character creation faces are right: faces no longer look dirty, and switching presets no longer keeps the
previous preset's makeup. - Render height option for slower GPUs: the launcher's "Render height" (or
run-windows.ps1 -RenderHeight 1080)
renders the game's 3D at a lower height (720 to 1440) while the output and the menus stay 4K. On a laptop RTX 3080
at 1080: standing 20.7 -> 24.8 fps. - Faster start-up, above all on PCs with fewer CPU cores:
- The game's start-up file reads no longer wait on a slow system call (laptop: from launch to the game 108-111 s
-> 63-64 s). - The background shader preparation no longer competes with the game's loading for CPU cores, and keeps its
temporary data compressed (4.5 GB -> 1.3 GB of RAM).
- The game's start-up file reads no longer wait on a slow system call (laptop: from launch to the game 108-111 s
- Shader precompile:
- It no longer compiles the same pipelines several times over; on the test laptop the full precompile took about
3.5 hours before. - On drivers without pipeline binaries (NVIDIA before 570, AMD, Intel), the precompiled shaders are read one at a
time when needed instead of loaded whole, about 4 GB less RAM in use.
- It no longer compiles the same pipelines several times over; on the test laptop the full precompile took about
- Fewer hitches while walking on GPUs with less than 12 GB of video memory: the shaders this PC has recorded are
prepared at start-up there too, within 1/16 of the video memory, and pipelines share their layouts (a laptop's
1-1 walk: no frame of 90 ms or more, before 200-900 ms hitches). - Less video memory on GPUs with less than 12 GB: a texture the game has so far streamed in only from its smaller
levels now takes only the memory of those levels (an 8 GB laptop at 1-1: textures 4.2 -> 2.6 GB, so the game fits
in video memory instead of being paged in and out; walking about 8% faster).
本版本的变化
- 原本没有声音的语音现在有了:大部分剧情对话、很多 NPC 台词和过场动画的人声之前都是静音的。游戏里有 1330 个音频文件是 16 声道的"3D 音频"(Ambisonics)格式,模拟器之前无法解码,现在可以了。
- NPC 说话更容易听清:重新调整了游戏 3D 音频的混音方式,正前方的声音(通常就是你在对话的人)现在以完整音量播放;之前比两侧的声音低 3 dB。如果在你的音箱或耳机上说话声仍然偏小,可以打开游戏自带的 设置 > 音频 > Midnight Mode(午夜模式),说话声会再大约 5 dB。
- 捏脸时的脸恢复正常:脸不再显得脏,切换预设时也不会残留上一个预设的妆容。
- 新增渲染高度选项,适合较慢的显卡:启动器里的"Render height"(或
run-windows.ps1 -RenderHeight 1080)可以让游戏的 3D 画面以较低高度渲染(720 到 1440),输出画面和菜单仍保持 4K。笔记本 RTX 3080 设为 1080 时:站立 20.7 -> 24.8 fps。 - 启动更快,CPU 核心较少的电脑尤其明显:
- 游戏启动时读取文件不再被一个很慢的系统调用拖住(笔记本:从启动到进入游戏 108-111 秒 -> 63-64 秒)。
- 后台的着色器准备不再和游戏加载抢 CPU 核心,临时数据也改为压缩存放(内存占用 4.5 GB -> 1.3 GB)。
- 着色器预编译:
- 不再把同一批管线重复编译好几遍;测试笔记本上之前完整预编译约需 3.5 小时。
- 在不支持 pipeline binary 的驱动上(570 之前的 NVIDIA 驱动、AMD、Intel),预编译结果改为用到时逐个读取,不再一次全部载入,约少占 4 GB 内存。
- 显存小于 12 GB 的显卡走动时卡顿更少:这类显卡现在也会在启动时准备本机已记录的着色器(占用不超过显存的 1/16),管线之间也共享布局(笔记本 1-1 走动:没有超过 90 ms 的帧,之前有 200-900 ms 的卡顿)。
- 显存小于 12 GB 的显卡占用更少显存:游戏目前只流式载入了较小几级 mipmap 的纹理,现在只占用这几级的显存(8 GB 笔记本在 1-1:纹理 4.2 -> 2.6 GB,游戏能放进显存,不再被换入换出;走动约快 8%)。
KytyPS5-v20261012
Windows x64 build of bf077c2 for Demon's Souls (PPSA01341, versions 01.007.000 and 01.005.000). Unzip it and double-click run.cmd or launcher.cmd; the README.md inside explains the rest.
New in this build
-
Fewer crashes, above all when travelling between worlds:
- The emulator could close without any message, most often in the Nexus after visiting a few worlds: the game
unloads a large texture streaming area in one go, and the emulator's handling of that used up the stack of one
of the game's job threads. Fixed. Should a thread's stack ever run out again, the log now says where instead of
the window just closing. - A crash after visiting an area again ("memory tracker re-entered from upload callback", seen at the Tower of
Latria). - A crash when the pause menu opened in some places ("unsupported render-target format combination").
- On GPUs with less video memory: a crash when a very large texture had to be converted (the emulator's scratch
memory for it now goes to system memory instead). - A freeze of several seconds in some areas, where one 1.6 GB texture pool was created again and again.
- The debug warp (F8-F10) into the Nexus could crash while the area loaded.
- The emulator could close without any message, most often in the Nexus after visiting a few worlds: the game
-
Travelling between worlds no longer slows the game down: the emulator's bookkeeping of the game's memory grew
with every area loaded and unloaded, so the game paused for 0.3-0.8 s now and then and ran slower each time an
area was visited again. On the test PC, six worlds (1-1, 2-1, 3-1, 4-1, 5-1 and the Nexus) visited three times in
one session, "Up to 120 fps" on, average over the six worlds:Round 1 2 3 Walking, before 69.4 61.4 58.3 Walking, now 75.3 71.1 69.5 Turning the camera, before 68.2 61.3 55.8 Turning the camera, now 72.8 69.9 68.5 Slowest frame, before 570 ms 649 ms 786 ms Slowest frame, now 49 ms 53 ms 52 ms ("Before": a build from right after the previous release.)
-
Long sessions tested: 36 area loads in a row without restarting (the six worlds six times each, about 40
minutes) ran without a crash or freeze, and so did a round through twelve areas (the first area of each world
and 1-2, 1-3, 1-4, 2-2, 2-3, 3-2, 3-3). RAM and video memory grow over the first two or three rounds and only
slowly after that. With the emulator limited to 8 GB of video memory, three rounds of the six worlds also ran
without a crash. -
Faster area loading: the game's level data is copied into memory several times faster (a 141 MB data file of
the Tower of Latria: under 0.1 s instead of about 0.3 s). -
Less video memory: buffers over memory the game has mostly given back are trimmed to the part still in use.
本版本的变化
-
崩溃更少,尤其是在世界之间来回传送时:
- 模拟器有时会不留任何提示直接关闭,多发生在去过几个世界之后回到 Nexus 时:游戏会一次性卸载一大块纹理流式区域,模拟器处理这一步时耗尽了游戏某个任务线程的栈。已修复。以后如果再出现线程栈耗尽,日志里会写明位置,而不是窗口直接消失。
- 再次进入某个区域后的崩溃("memory tracker re-entered from upload callback",出现在拉特利亚之塔)。
- 在某些地方打开暂停菜单时的崩溃("unsupported render-target format combination")。
- 显存较小的显卡:转换超大纹理时的崩溃(这部分临时内存现在会改放到系统内存)。
- 部分区域会卡住好几秒:同一个 1.6 GB 的纹理池被反复重建。
- 使用调试传送(F8-F10)进入 Nexus 时,加载过程中可能崩溃。
-
在世界之间来回传送不再越来越慢:此前模拟器对游戏内存的记录会随着每次加载、卸载区域不断变大,所以游戏会不时停顿 0.3-0.8 秒,而且每重访一次区域就更慢一些。测试机上在一次游玩中把六个世界(1-1、2-1、3-1、4-1、5-1 和 Nexus)各进入三次,开启 "Up to 120 fps",六个世界的平均值:
轮次 1 2 3 走动,之前 69.4 61.4 58.3 走动,现在 75.3 71.1 69.5 转动镜头,之前 68.2 61.3 55.8 转动镜头,现在 72.8 69.9 68.5 最慢的一帧,之前 570 ms 649 ms 786 ms 最慢的一帧,现在 49 ms 53 ms 52 ms ("之前"为上一个版本发布后不久的构建。)
-
长时间游玩测试:不重启连续加载 36 次区域(六个世界各六次,约 40 分钟)没有崩溃或卡死,一轮走遍 12 个区域(各世界的第一个区域,以及 1-2、1-3、1-4、2-2、2-3、3-2、3-3)也没有;内存和显存在前两三轮增长较快,之后只缓慢增长。把模拟器可用显存限制在 8 GB 时,六个世界跑三轮也没有崩溃。
-
区域加载更快:游戏的关卡数据写入内存的速度提高了数倍(拉特利亚之塔一个 141 MB 的数据文件:从约 0.3 秒降到 0.1 秒以内)。
-
显存占用更少:游戏已大部分归还的内存上的缓冲区,会裁剪到仍在使用的部分。
KytyPS5-v20261011
Windows x64 build of c4c14a6 for Demon's Souls (PPSA01341, versions 01.007.000 and 01.005.000). Unzip it and double-click run.cmd or launcher.cmd; the README.md inside explains the rest.
New in this build
-
No more "the longer you play, the slower it gets": until now the emulator kept every buffer and texture the
game had ever used, in video memory and in its write tracking, so frame rates sank and RAM / video memory
kept growing the longer you played. It now lets go of what the game has not used for a while. On the test PC,
three rounds of the same route through 1-1 (about 12 minutes, walking and turning the camera, "Up to 120 fps" on):Round 1 2 3 Turning the camera, before 60.5 52.7 48.0 Turning the camera, now 65.2 60.8 57.7 Walking, before 57.8 51.4 46.6 Walking, now 62.8 58.9 55.2 Video memory in use after 12 minutes: about 13 GB instead of 16 GB.
-
Fewer crashes: the crashes in the middle of play at Boletarian Palace 1-1 (the game's job threads stopping on
an empty scene entry) are caught in eight more places of the game; the test route that crashed within two
rounds before now runs many rounds without a crash. -
Higher frame rates, mostly where many objects are drawn: the per-draw work of the renderer is lighter
(resource tables, image sets, uploads, GPU submission batching), see the table below. -
No more short pauses from audio streams: the ambience and music streams are read ahead in the background,
so the game no longer waits for the disk at each piece (pauses of up to a third of a second, mostly right
after the PC wrote a lot to the disk). -
F6 records your position to
_Build\waypoints\route-<time>.txt(for testing; the window title counts the
points).
Frame rates on the test PC
i9-14900K + RTX 5090, 2560×1440, "Up to 120 fps" on: average fps over 10 seconds (1% low in brackets) standing
still, walking around and turning the camera at one spot of each area, the previous release's numbers in
brackets on the second line. Runs of the same build vary by a few fps, and the 1% lows more.
| World | Standing | Moving | Turning the camera |
|---|---|---|---|
| 1-1 Boletarian Palace | 63 (56) | 82 (51) | 85 (53) |
| previous release | 60 (54) | 80 (50) | 83 (53) |
| 1-2 Boletarian Palace | 72 (61) | 78 (54) | 80 (57) |
| previous release | 62 (55) | 74 (48) | 76 (28) |
| 1-3 Boletarian Palace | 69 (60) | 74 (40) | 81 (60) |
| previous release | 69 (59) | 67 (36) | 76 (57) |
| 3-1 Tower of Latria | 67 (58) | 74 (52) | 78 (56) |
| previous release | 60 (52) | 58 (37) | 64 (44) |
| 4-1 Shrine of Storms | 75 (65) | 89 (64) | 87 (43) |
| previous release | 74 (62) | 84 (58) | 85 (48) |
| 5-1 Valley of Defilement | 84 (70) | 91 (46) | 96 (43) |
| previous release | 80 (67) | 97 (60) | 102 (67) |
5-1: walking and turning there vary the most between runs (three runs of today's builds: 91 to 103 moving, 96 to 109
turning, 1% lows 43 to 70).
本版本的变化
-
解决"玩得越久越慢"的问题:此前模拟器会一直保留游戏用过的所有缓冲区和纹理(占着显存,也一直在做写入跟踪),所以玩得越久帧率越低,内存和显存也一直增长。现在会释放游戏一段时间没再用到的部分。测试机上沿同一条 1-1 路线连续跑 3 圈(约 12 分钟,边走边转镜头,开启 "Up to 120 fps"):
圈数 1 2 3 转动镜头,之前 60.5 52.7 48.0 转动镜头,现在 65.2 60.8 57.7 走动,之前 57.8 51.4 46.6 走动,现在 62.8 58.9 55.2 12 分钟后的显存占用约 13 GB(之前约 16 GB)。
-
崩溃更少:在波雷塔利亚王城 1-1 游玩中途的崩溃(游戏的任务线程遇到空的场景节点)又在 8 处被拦住;之前两圈内必崩的测试路线,现在连续跑很多圈都不再崩溃。
-
帧率提升,主要在物体多的地方:渲染器每个绘制调用的开销更低(资源表、图像集、上传、GPU 提交的合批),见下表。
-
不再因为音频流出现短暂停顿:环境音和音乐流会在后台预读,游戏不再每读一段就等一次磁盘(最长约 0.3 秒的停顿,多见于电脑刚往磁盘写过大量数据之后)。
-
F6 记录当前位置到
_Build\waypoints\route-<时间>.txt(测试用,窗口标题会显示已记录的点数)。
测试机上的帧率
i9-14900K + RTX 5090,2560×1440,开启 "Up to 120 fps":每个区域的一个位置上站立、走动、转动镜头各 10 秒的平均帧率(括号内为 1% low),每个世界的第二行是上一个版本的数值。同一版本多次运行会有几帧的差异,1% low 的差异更大。
| 世界 | 站立 | 移动 | 转动镜头 |
|---|---|---|---|
| 1-1 Boletarian Palace | 63 (56) | 82 (51) | 85 (53) |
| 上一个版本 | 60 (54) | 80 (50) | 83 (53) |
| 1-2 Boletarian Palace | 72 (61) | 78 (54) | 80 (57) |
| 上一个版本 | 62 (55) | 74 (48) | 76 (28) |
| 1-3 Boletarian Palace | 69 (60) | 74 (40) | 81 (60) |
| 上一个版本 | 69 (59) | 67 (36) | 76 (57) |
| 3-1 Tower of Latria | 67 (58) | 74 (52) | 78 (56) |
| 上一个版本 | 60 (52) | 58 (37) | 64 (44) |
| 4-1 Shrine of Storms | 75 (65) | 89 (64) | 87 (43) |
| 上一个版本 | 74 (62) | 84 (58) | 85 (48) |
| 5-1 Valley of Defilement | 84 (70) | 91 (46) | 96 (43) |
| 上一个版本 | 80 (67) | 97 (60) | 102 (67) |
5-1:那里的走动和转动镜头在多次运行之间差异最大(今天三次运行的结果:走动 91 到 103,转动镜头 96 到 109,1% low 43 到 70)。
KytyPS5-v20261010
Windows x64 build of 54bbdf7 for Demon's Souls (PPSA01341, versions 01.007.000 and 01.005.000). Unzip it and double-click run.cmd or launcher.cmd; the README.md inside explains the rest.
The shader precompile is made per PC and cannot be shared
The precompiled shader caches belong to one graphics card model and one driver version, on the PC that
made them:
- Every player precompiles once on their own PC: choose "Precompile first" when the launcher asks, or
double-clickprecompile.cmd. It takes about 45 minutes with 22 CPU threads and about 2 hours with 8;
closing the window stops it and running it again continues. - A
_PipelineCachefolder or cache files from another PC do not work, even for the same game version:
do not share them or download them from others. - After a graphics driver update or a change of graphics card, precompile again (the launcher asks).
- Game versions 1.07 and 1.05 each have caches of their own.
- Precompiled with v20261007 or older? Run the precompile again: newer builds compile more pipeline
variants (what is already compiled is kept). The launcher says when the precompile is out of date. - The game also runs without the precompile, but stutters the first time an area or effect appears.
- The package holds no list of the game's shaders: the first launch makes it from your own game files.
New in this build
- Games packed into a ZArchive (
.zar), optional: the game folder stays the default. A.zarof the
folder (about two thirds of its size) is read without extracting it: choose it with the launcher's
.zar...button, orrun.cmd -Game "D:\Games\PPSA01341-app0.zar". Make one with
zarchive.exe <folder> <file.zar>(https://github.com/Exzap/ZArchive/releases). It loads about as fast as
the folder. - Game folders with non-ASCII names (Chinese, for example) start now; before, the game failed to load.
- AMD graphics cards: an RDNA2 card (RX 6700 XT) crashed in its driver at start-up. Compute shaders now
run as on NVIDIA except on RDNA3 and later, and GPUs other than NVIDIA's build new pipelines optimized
before their first use. (Untested here: the test PC has no AMD GPU.) - Fewer pauses and hitches: the random 0.2-0.5 s pauses in play (audio streams read from disk piece by
piece) are gone; streamed textures upload only the mip levels that are drawn, and a texture rewritten
before its upload ran is not uploaded twice; the render thread runs above the game's threads. - 8-12 GB graphics cards and 16 GB PCs: video memory goes to render targets first, and unused images
are freed again (the collector freed none): Boletarian Palace 1-1 with 8 GB (simulated on the test PC)
about 22 -> 45-52 fps. With under 24 GB of RAM the start-up no longer translates the recorded shaders up
front (3 GB less RAM, in the game about 10 s sooner). - Fixes: a crash in indirect draws (seen on Linux) and smaller ones.
Frame rates on the test PC
i9-14900K + RTX 5090, 2560×1440, precompiled, with "Up to 120 fps" on so the numbers show the headroom:
average fps over 10 seconds (1% low in brackets) standing still, walking around and turning the camera at
one spot of each area. With the default 60 fps cap, values of about 62 and more are a steady 60.
| World | Standing | Moving | Turning the camera |
|---|---|---|---|
| 1-1 Boletarian Palace | 60 (54) | 77 (51) | 84 (54) |
| 1-2 Boletarian Palace | 69 (57) | 74 (47) | 82 (58) |
| 1-3 Boletarian Palace | 70 (61) | 70 (33) | 78 (59) |
| 1-4 Boletarian Palace | 67 (60) | 72 (56) | 76 (64) |
| 2-1 Stonefang Tunnel | 86 (71) | 86 (57) | 92 (66) |
| 2-2 Stonefang Tunnel | 120 (93) | 119 (69) | 120 (86) |
| 3-1 Tower of Latria | 61 (53) | 60 (36) | 65 (43) |
| 3-2 Tower of Latria | 85 (70) | 75 (41) | 75 (53) |
| 4-1 Shrine of Storms | 77 (67) | 88 (60) | 88 (48) |
| 4-2 Shrine of Storms | 95 (74) | 88 (59) | 93 (67) |
| 5-1 Valley of Defilement | 83 (68) | 94 (47) | 103 (67) |
| 5-2 Valley of Defilement | 104 (83) | 90 (41) | 92 (62) |
| Nexus | 88 (73) | 82 (41) | 84 (60) |
2-2: the test spot is at a fog gate where almost nothing is drawn.
着色器预编译只对本机有效,不能共享
预编译生成的着色器缓存只对应生成它的那台电脑的显卡型号和驱动版本:
- 每位玩家都需要在自己的电脑上预编译一次:启动器询问时选择 "Precompile first",或者双击
precompile.cmd。
22 线程约 45 分钟,8 线程约 2 小时;关闭窗口会中止,再次运行会从中断处继续。 - 从别人电脑复制来的
_PipelineCache文件夹或缓存文件无法使用(即使游戏版本相同),请不要分享或下载。 - 更新显卡驱动或更换显卡后需要重新预编译(启动器会提示)。
- 游戏 1.07 和 1.05 各有自己的缓存。
- 用 v20261007 或更早的版本预编译过的,请重新运行一次预编译:之后的版本会编译更多的管线变体(已编译的部分会保留)。启动器会提示预编译是否需要更新。
- 不预编译也能玩,但第一次进入新区域或出现新特效时会卡顿。
- 发布包里不包含游戏的着色器列表:第一次启动时会从你自己的游戏文件生成。
本版本新增
- 支持打包成 ZArchive(
.zar)的游戏(可选,游戏目录仍是默认方式):游戏目录打包成的.zar(约为目录大小的三分之二)无需解压即可直接运行:在启动器里点.zar...按钮选择,或者运行run.cmd -Game "D:\Games\PPSA01341-app0.zar"。用zarchive.exe <目录> <文件.zar>打包(https://github.com/Exzap/ZArchive/releases)。加载速度与目录基本相同。 - 游戏目录路径含中文等非 ASCII 字符时现在可以启动了(之前会加载失败)。
- AMD 显卡:RDNA2 显卡(RX 6700 XT)启动时在驱动内崩溃。现在除 RDNA3 及更新的显卡外,计算着色器的运行方式与 NVIDIA 相同;NVIDIA 以外的显卡在首次使用前编译优化过的管线。(测试机没有 AMD 显卡,未实测。)
- 停顿和卡顿更少:游戏中随机出现的 0.2-0.5 秒停顿(音频流逐块从硬盘读取)已消除;流送的纹理只上传正在绘制的 mip 层级,上传执行前又被改写的纹理不再重复上传;渲染线程的优先级高于游戏线程。
- 8-12 GB 显存的显卡和 16 GB 内存的电脑:显存优先留给渲染目标,不再使用的图像会被回收(此前回收器一个也没有回收):1-1 波雷塔利亚王城在 8 GB 显存下(测试机上模拟)约 22 -> 45-52 帧。内存不足 24 GB 时,启动时不再预先翻译录制的着色器(内存少用 3 GB,约早 10 秒进入游戏)。
- 修复:间接绘制中的一个崩溃(在 Linux 上出现)以及若干小问题。
测试机上的帧率
i9-14900K + RTX 5090,2560×1440,已预编译,开启 "Up to 120 fps" 以显示性能余量:每个区域的一个位置上站立、走动、转动镜头各 10 秒的平均帧率(括号内为 1% low)。默认 60 帧上限时,约 62 以上的数值都是稳定的 60 帧。
| 世界 | 站立 | 移动 | 转动镜头 |
|---|---|---|---|
| 1-1 Boletarian Palace | 60 (54) | 77 (51) | 84 (54) |
| 1-2 Boletarian Palace | 69 (57) | 74 (47) | 82 (58) |
| 1-3 Boletarian Palace | 70 (61) | 70 (33) | 78 (59) |
| 1-4 Boletarian Palace | 67 (60) | 72 (56) | 76 (64) |
| 2-1 Stonefang Tunnel | 86 (71) | 86 (57) | 92 (66) |
| 2-2 Stonefang Tunnel | 120 (93) | 119 (69) | 120 (86) |
| 3-1 Tower of Latria | 61 (53) | 60 (36) | 65 (43) |
| 3-2 Tower of Latria | 85 (70) | 75 (41) | 75 (53) |
| 4-1 Shrine of Storms | 77 (67) | 88 (60) | 88 (48) |
| 4-2 Shrine of Storms | 95 (74) | 88 (59) | 93 (67) |
| 5-1 Valley of Defilement | 83 (68) | 94 (47) | 103 (67) |
| 5-2 Valley of Defilement | 104 (83) | 90 (41) | 92 (62) |
| Nexus | 88 (73) | 82 (41) | 84 (60) |
2-2:测试位置在雾门前,几乎不绘制任何东西。
KytyPS5-v20261010b
Windows x64 build of dcc5490 for Demon's Souls (PPSA01341, versions 01.007.000 and 01.005.000). Unzip it and double-click run.cmd or launcher.cmd; the README.md inside explains the rest.
The shader precompile is made per PC and cannot be shared
The precompiled shader caches belong to one graphics card model and one driver version, on the PC that
made them:
- Every player precompiles once on their own PC: choose "Precompile first" when the launcher asks, or
double-clickprecompile.cmd. It takes about 55 minutes with 22 CPU threads and about 2.5 hours with 8;
closing the window stops it and running it again continues. - A
_PipelineCachefolder or cache files from another PC do not work, even for the same game version:
do not share them or download them from others. - After a graphics driver update or a change of graphics card, precompile again (the launcher asks).
- Game versions 1.07 and 1.05 each have caches of their own.
- Precompiled with v20261010 or older? Run the precompile again: this build compiles many more of the
shaders the game uses (what is already compiled is kept, so it takes a fraction of the first run). The
launcher asks. - The game also runs without the precompile, but stutters the first time an area or effect appears.
- The package holds no list of the game's shaders: the first launch makes it from your own game files.
New in this build
- Far fewer shader stutters after the precompile: it now also compiles the vertex shaders of the game's
indirect draws (most of its scenery), which it left out before, and the shaders as the game specialized
them while playing every world on the test PC. Those come with the package as "hints" without the game's
code (tools\local\static-precompile\hints-*.hints) and are completed with your own game files. Game
version 1.05 on a PC with fresh caches, after the precompile: at Boletarian Palace 1-1 the shaders
compiled during play while the game waits went from 274 (60 s in all) to 0, and the HUD shows after 45 s
instead of 93; walking there, the longest frame was 43 ms instead of 1.4 s. At the Tower of Latria: 150 to
0, the HUD after 43 s instead of 77. The precompile takes about 10 minutes longer and needs about 2.5 GB
more disk space. - The launcher asks to precompile again when a new build precompiles more (only what is new is
compiled). - AMD RDNA3 and later: the precompile now compiles the compute shaders as these cards run them (64-lane
waves); before, none of them was used. (Untested here: the test PC has no AMD GPU.) - Fewer hitches while walking: large texture uploads are copied in parallel and no longer hold up
recording the frame (1-3 walk: the longest frames 44 -> 40 ms), new draws no longer wait for a per-frame
quota before they take the fast path (1-3 walk 1% low +12%), and fewer memory protection changes.
Frame rates on the test PC
i9-14900K + RTX 5090, 2560×1440, precompiled, with "Up to 120 fps" on so the numbers show the headroom:
average fps over 10 seconds (1% low in brackets) standing still, walking around and turning the camera at
one spot of each area. With the default 60 fps cap, values of about 62 and more are a steady 60.
| World | Standing | Moving | Turning the camera |
|---|---|---|---|
| 1-1 Boletarian Palace | 60 (54) | 80 (50) | 83 (53) |
| 1-2 Boletarian Palace | 62 (55) | 74 (48) | 76 (28) |
| 1-3 Boletarian Palace | 69 (59) | 67 (36) | 76 (57) |
| 1-4 Boletarian Palace | 66 (59) | 72 (57) | 77 (64) |
| 2-1 Stonefang Tunnel | 85 (71) | 86 (60) | 92 (65) |
| 2-2 Stonefang Tunnel | 120 (90) | 120 (75) | 120 (88) |
| 3-1 Tower of Latria | 60 (52) | 58 (37) | 64 (44) |
| 3-2 Tower of Latria | 84 (69) | 75 (42) | 73 (51) |
| 4-1 Shrine of Storms | 74 (62) | 84 (58) | 85 (48) |
| 4-2 Shrine of Storms | 98 (75) | 89 (61) | 92 (66) |
| 5-1 Valley of Defilement | 80 (67) | 97 (60) | 102 (67) |
| 5-2 Valley of Defilement | 103 (81) | 91 (49) | 93 (63) |
| Nexus | 87 (69) | 82 (45) | 83 (62) |
2-2: the test spot is at a fog gate where almost nothing is drawn. 1-2 turning: the camera turns where the walk ended, which differs from run to run; some runs see one heavy view (1% low 28 to 58 in runs of the same build).
着色器预编译只对本机有效,不能共享
预编译生成的着色器缓存只对应生成它的那台电脑的显卡型号和驱动版本:
- 每位玩家都需要在自己的电脑上预编译一次:启动器询问时选择 "Precompile first",或者双击
precompile.cmd。
22 线程约 55 分钟,8 线程约 2.5 小时;关闭窗口会中止,再次运行会从中断处继续。 - 从别人电脑复制来的
_PipelineCache文件夹或缓存文件无法使用(即使游戏版本相同),请不要分享或下载。 - 更新显卡驱动或更换显卡后需要重新预编译(启动器会提示)。
- 游戏 1.07 和 1.05 各有自己的缓存。
- 用 v20261010 或更早的版本预编译过的,请重新运行一次预编译:本版本会编译多得多的游戏实际使用的着色器(已编译的部分会保留,所以只需第一次的一小部分时间)。启动器会提示。
- 不预编译也能玩,但第一次进入新区域或出现新特效时会卡顿。
- 发布包里不包含游戏的着色器列表:第一次启动时会从你自己的游戏文件生成。
本版本新增
- 预编译后的着色器卡顿大幅减少:预编译现在也会编译游戏间接绘制(大部分场景物体)用到的顶点着色器(此前漏掉了),以及在测试机上游玩各个世界时游戏实际特化出的着色器。后者以不含游戏代码的“提示”文件随发布包提供(
tools\local\static-precompile\hints-*.hints),预编译时用你自己的游戏文件补全。以 1.05 版在缓存全新的电脑上预编译后为例:在 1-1 波雷塔利亚王城,游戏运行中需要等待的着色器编译从 274 个(共 60 秒)降到 0 个,HUD 出现从 93 秒提前到 45 秒;在那里走动时最长的一帧从 1.4 秒降到 43 毫秒。在拉特利亚之塔:从 150 个降到 0 个,HUD 从 77 秒提前到 43 秒。预编译时间约增加 10 分钟,磁盘占用约增加 2.5 GB。 - 新版本预编译的内容更多时,启动器会提示重新预编译(只编译新增的部分)。
- AMD RDNA3 及更新的显卡:预编译现在按这些显卡运行计算着色器的方式(64 线程波)编译;此前预编译的计算着色器在这些显卡上一个都用不上。(测试机没有 AMD 显卡,未实测。)
- 走动时的卡顿更少:大纹理上传并行拷贝,不再拖住帧的录制(1-3 走动:最长帧 44 -> 40 毫秒);新出现的绘制不再受每帧配额限制即可走快速路径(1-3 走动 1% low +12%);内存保护的切换也更少了。
测试机上的帧率
i9-14900K + RTX 5090,2560×1440,已预编译,开启 "Up to 120 fps" 以显示性能余量:每个区域的一个位置上站立、走动、转动镜头各 10 秒的平均帧率(括号内为 1% low)。默认 60 帧上限时,约 62 以上的数值都是稳定的 60 帧。
| 世界 | 站立 | 移动 | 转动镜头 |
|---|---|---|---|
| 1-1 Boletarian Palace | 60 (54) | 80 (50) | 83 (53) |
| 1-2 Boletarian Palace | 62 (55) | 74 (48) | 76 (28) |
| 1-3 Boletarian Palace | 69 (59) | 67 (36) | 76 (57) |
| 1-4 Boletarian Palace | 66 (59) | 72 (57) | 77 (64) |
| 2-1 Stonefang Tunnel | 85 (71) | 86 (60) | 92 (65) |
| 2-2 Stonefang Tunnel | 120 (90) | 120 (75) | 120 (88) |
| 3-1 Tower of Latria | 60 (52) | 58 (37) | 64 (44) |
| 3-2 Tower of Latria | 84 (69) | 75 (42) | 73 (51) |
| 4-1 Shrine of Storms | 74 (62) | 84 (58) | 85 (48) |
| 4-2 Shrine of Storms | 98 (75) | 89 (61) | 92 (66) |
| 5-1 Valley of Defilement | 80 (67) | 97 (60) | 102 (67) |
| 5-2 Valley of Defilement | 103 (81) | 91 (49) | 93 (63) |
| Nexus | 87 (69) | 82 (45) | 83 (62) |
2-2:测试位置在雾门前,几乎不绘制任何东西。1-2 转动镜头:在走动结束的位置转动,每次运行位置不同,有的运行会转到一个很重的视角(同一版本的多次运行中 1% low 在 28 到 58 之间)。
KytyPS5-v20261009
Windows x64 build of b22d0f0 for Demon's Souls (PPSA01341, versions 01.007.000 and 01.005.000). Unzip it and double-click run.cmd or launcher.cmd; the README.md inside explains the rest.
The shader precompile is made per PC and cannot be shared
The precompiled shader caches belong to one graphics card model and one driver version, on the PC that
made them:
- Every player precompiles once on their own PC: choose "Precompile first" when the launcher asks, or
double-clickprecompile.cmd. It takes about 45 minutes with 22 CPU threads and about 2 hours with 8;
closing the window stops it and running it again continues. - A
_PipelineCachefolder or cache files from another PC do not work, even for the same game version:
do not share them or download them from others. - After a graphics driver update or a change of graphics card, precompile again (the launcher asks).
- Game versions 1.07 and 1.05 each have caches of their own.
- Precompiled with an older build? Run the precompile again: this build compiles more pipeline variants
(what is already compiled is kept). - The game also runs without the precompile, but stutters the first time an area or effect appears.
- The package holds no list of the game's shaders: the first launch makes it from your own game files.
New in this build
- "Up to 120 fps" in the launcher (off by default): the game renders up to 120 frames a second
instead of 60. Movies play faster while it is on. - Faster everywhere (see the table): compute shaders that exchange nothing between lanes run one GPU lane
per invocation (about 10% less GPU time in the Tower of Latria), more draws and compute work take the
table path, and many smaller savings on the render thread. - Fewer hitches: texture streaming updates only the parts the game rewrote, the precompile also covers the
table and native pipeline variants, and the driver cache is saved while you play. - Fixes: GPU memory garbage collection never ran (the game presents from the GPU), so video memory use
kept growing over a session on cards with less memory; above the display's refresh rate every refresh
now shows the newest frame; a partial texture update no longer loses the GPU's other bytes of the texture.
Frame rates on the test PC
i9-14900K + RTX 5090, 2560×1440, precompiled, with "Up to 120 fps" on so the numbers show the headroom:
average fps over 10 seconds (1% low in brackets) standing still, walking around and turning the camera at
one spot of each area. With the default 60 fps cap, values of about 62 and more are a steady 60.
| World | Standing | Moving | Turning the camera |
|---|---|---|---|
| 1-1 Boletarian Palace | 58 (54) | 72 (44) | 82 (51) |
| 1-2 Boletarian Palace | 65 (57) | 72 (43) | 79 (53) |
| 1-3 Boletarian Palace | 72 (61) | 69 (27) | 79 (59) |
| 1-4 Boletarian Palace | 68 (61) | 73 (51) | 76 (23) |
| 2-1 Stonefang Tunnel | 87 (72) | 86 (53) | 93 (65) |
| 2-2 Stonefang Tunnel | 120 (95) | 119 (59) | 120 (88) |
| 3-1 Tower of Latria | 63 (54) | 60 (31) | 62 (44) |
| 3-2 Tower of Latria | 87 (70) | 76 (35) | 74 (53) |
| 4-1 Shrine of Storms | 77 (67) | 89 (35) | 87 (44) |
| 4-2 Shrine of Storms | 95 (71) | 87 (34) | 83 (29) |
| 5-1 Valley of Defilement | 85 (70) | 95 (40) | 104 (69) |
| 5-2 Valley of Defilement | 104 (84) | 92 (38) | 93 (63) |
| Nexus | 88 (70) | 81 (36) | 84 (58) |
2-2: the test spot is at a fog gate where almost nothing is drawn.
着色器预编译只对本机有效,不能共享
预编译生成的着色器缓存只对应生成它的那台电脑的显卡型号和驱动版本:
- 每位玩家都需要在自己的电脑上预编译一次:启动器询问时选择 "Precompile first",或者双击
precompile.cmd。
22 线程约 45 分钟,8 线程约 2 小时;关闭窗口会中止,再次运行会从中断处继续。 - 从别人电脑复制来的
_PipelineCache文件夹或缓存文件无法使用(即使游戏版本相同),请不要分享或下载。 - 更新显卡驱动或更换显卡后需要重新预编译(启动器会提示)。
- 游戏 1.07 和 1.05 各有自己的缓存。
- 用旧版本预编译过的,请重新运行一次预编译:这个版本会编译更多的管线变体(已编译的部分会保留)。
- 不预编译也能玩,但第一次进入新区域或出现新特效时会卡顿。
- 发布包里不包含游戏的着色器列表:第一次启动时会从你自己的游戏文件生成。
本版本新增
- 启动器新增 "Up to 120 fps" 选项(默认关闭):游戏最高以 120 帧渲染,而不是 60 帧。开启时过场动画会播放得更快。
- 各处更快(见下表):不需要在线程之间交换数据的计算着色器改为每个调用只运行一个 GPU 线程(拉特利亚之塔 GPU 时间约减少 10%),更多绘制和计算走表路径,以及渲染线程上的许多小优化。
- 卡顿更少:纹理流送只更新游戏改写的部分,预编译也覆盖表路径和原生管线的变体,游戏过程中会保存驱动缓存。
- 修复:GPU 内存回收此前从未执行(游戏从 GPU 提交画面),显存较小的显卡上显存占用会随游戏时间不断增长;渲染帧率高于显示器刷新率时,每次刷新都显示最新的一帧;纹理局部更新不再丢失 GPU 上该纹理的其他数据。
测试机上的帧率
i9-14900K + RTX 5090,2560×1440,已预编译,开启 "Up to 120 fps" 以显示性能余量:每个区域的一个位置上站立、走动、转动镜头各 10 秒的平均帧率(括号内为 1% low)。默认 60 帧上限时,约 62 以上的数值都是稳定的 60 帧。
| 世界 | 站立 | 移动 | 转动镜头 |
|---|---|---|---|
| 1-1 Boletarian Palace | 58 (54) | 72 (44) | 82 (51) |
| 1-2 Boletarian Palace | 65 (57) | 72 (43) | 79 (53) |
| 1-3 Boletarian Palace | 72 (61) | 69 (27) | 79 (59) |
| 1-4 Boletarian Palace | 68 (61) | 73 (51) | 76 (23) |
| 2-1 Stonefang Tunnel | 87 (72) | 86 (53) | 93 (65) |
| 2-2 Stonefang Tunnel | 120 (95) | 119 (59) | 120 (88) |
| 3-1 Tower of Latria | 63 (54) | 60 (31) | 62 (44) |
| 3-2 Tower of Latria | 87 (70) | 76 (35) | 74 (53) |
| 4-1 Shrine of Storms | 77 (67) | 89 (35) | 87 (44) |
| 4-2 Shrine of Storms | 95 (71) | 87 (34) | 83 (29) |
| 5-1 Valley of Defilement | 85 (70) | 95 (40) | 104 (69) |
| 5-2 Valley of Defilement | 104 (84) | 92 (38) | 93 (63) |
| Nexus | 88 (70) | 81 (36) | 84 (58) |
2-2:测试位置在雾门前,几乎不绘制任何东西。
KytyPS5-v20261007
Windows x64 build of 9348901 for Demon's Souls (PPSA01341, versions 01.007.000 and 01.005.000). Unzip it and double-click run.cmd or launcher.cmd; the README.md inside explains the rest.
KytyPS5-20261006-9a04ed36
Windows x64 build of 9a04ed3 for Demon's Souls (PPSA01341, version 01.007.000). Unzip it and double-click run.cmd or launcher.cmd; the README.md inside explains the rest.